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I gave it a try, there is no mage class, apparently they are hoping somebody will make a "mage mod".... I wanted to go archer, but I had to buy sword skills first (EDIT : This requirement is removed in the FINAL version of the game) , I dont like melee, so I guess the game doesnt really suit my style of play, I would consider it a tad expensive for what you get tbh. The skill tree seems very lack lustre, maybe the other mechanics like story/puzzles are good, but the core mechanics of a RPG (in my opinion) dont seem to be present.

I only played the demo and while its unfair to judge a game by its demo, my combat complaints above are verified with the game dev.

F1ach: I gave it a try, there is no mage class, apparently they are hoping somebody will make a "mage mod".... I wanted to go archer, but I had to buy sword skills first (EDIT : This requirement is removed in the FINAL version of the game) , I dont like melee, so I guess the game doesnt really suit my style of play, I would consider it a tad expensive for what you get tbh. The skill tree seems very lack lustre, maybe the other mechanics like story/puzzles are good, but the core mechanics of a RPG (in my opinion) dont seem to be present.

I only played the demo and while its unfair to judge a game by its demo, my combat complaints above are verified with the game dev.

Those are very valid points to make. :) Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.

While there are no combat classes in Driftmoon, we've tried to make the system as fluid as possible. You do learn quite a few spells during the game (most are tied to characters giving them or getting them from items or special finds), and there is plenty of archery in the game, if you're inclined to shoot your opponents rather than slice them. But we didn't feel the need to limit these combat options by class, like some games do. In this regard Driftmoon plays a lot like some Zelda versions, some of our opponents are easier to defeat with archery, some with melee, and you can easily alternate between those combat styles. You can even use some enemies against each other.

F1ach: I gave it a try, there is no mage class, apparently they are hoping somebody will make a "mage mod".... I wanted to go archer, but I had to buy sword skills first (EDIT : This requirement is removed in the FINAL version of the game) , I dont like melee, so I guess the game doesnt really suit my style of play, I would consider it a tad expensive for what you get tbh. The skill tree seems very lack lustre, maybe the other mechanics like story/puzzles are good, but the core mechanics of a RPG (in my opinion) dont seem to be present.

I only played the demo and while its unfair to judge a game by its demo, my combat complaints above are verified with the game dev.

ville.monkkonen: Those are very valid points to make. :) Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.

While there are no combat classes in Driftmoon, we've tried to make the system as fluid as possible. You do learn quite a few spells during the game (most are tied to characters giving them or getting them from items or special finds), and there is plenty of archery in the game, if you're inclined to shoot your opponents rather than slice them. But we didn't feel the need to limit these combat options by class, like some games do. In this regard Driftmoon plays a lot like some Zelda versions, some of our opponents are easier to defeat with archery, some with melee, and you can easily alternate between those combat styles. You can even use your enemies against each other.

Thanks for the reply :) I tend to prefer story over combat, but I do like "classed" combat where possible, while Driftmoon doesnt offer that, I did enjoy what I played "story-wise". :)

F1ach: I gave it a try, there is no mage class, apparently they are hoping somebody will make a "mage mod".... I wanted to go archer, but I had to buy sword skills first (EDIT : This requirement is removed in the FINAL version of the game) , I dont like melee, so I guess the game doesnt really suit my style of play, I would consider it a tad expensive for what you get tbh. The skill tree seems very lack lustre, maybe the other mechanics like story/puzzles are good, but the core mechanics of a RPG (in my opinion) dont seem to be present.

I only played the demo and while its unfair to judge a game by its demo, my combat complaints above are verified with the game dev.

ville.monkkonen: Those are very valid points to make. :) Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.

While there are no combat classes in Driftmoon, we've tried to make the system as fluid as possible. You do learn quite a few spells during the game (most are tied to characters giving them or getting them from items or special finds), and there is plenty of archery in the game, if you're inclined to shoot your opponents rather than slice them. But we didn't feel the need to limit these combat options by class, like some games do. In this regard Driftmoon plays a lot like some Zelda versions, some of our opponents are easier to defeat with archery, some with melee, and you can easily alternate between those combat styles. You can even use some enemies against each other.

I wanted to mention something by the way... You know the part on that lost island with the little hut and the "annoying wind chime?" I loved that. At that point I made sure the music was turned down and the sound effects were cranked up. You could here the tropical breeze blowing and the chime softly making its music; set my imagination off a bit.

Back in 1996 I played through a SNES title called Secret of Evermore, which is one of the first games I had played with ambient environmental sound effects and minimal music. While playing you could hear the wildlife in the brush, the bugs in the air, the wind humming and groaning through the cavern walls. Still to this day one of my favorite titles ever, and I was brought back a bit by this singular moment in Driftmoon. For me, it made a great game stellar. Sorry if that comparison makes you wince a bit; I know there are lots of people out there that don't like that Evermore because it's essentially a Westernized Secret of Mana clone, but I thought it was amazing due to it's atmosphere.

That said, I'm petitioning you change the "annoying wind chime" to the "badass wind chime" or the "amazing wind chime." Lol!

reaver894: Hey Ville, any idea when the next update is coming? (On driftmoon that is)

We almost sent the full beta to our beta testers yesterday, so that should happen today (EDIT: the full beta HAS been sent to our beta testers like planned!). After our super skilled beta testers (some of which I believe you're quite familiar with) get through with it, it'll head for everyone else.

In any case, the next update will be the complete beta of the game, which should be almost identical to the actual release.

F1ach: It is most likely possible to continue with the demo character, though we don't recommend it, because you will miss some of the changes we've added to the beginning of the game that affect the ending. But it should be fully playable, yes. :)

fortune_p_dawg: Yeah, that sound is cool. Anne's been putting together most of the sounds, and she really liked that one - had to have it in the game, even though it's not absolutely necessary. :) But I suppose a lot of our sounds are a bit like that, atmospheric sounds I mean, to create a particular feel to an area.

reaver894: Hey Ville, any idea when the next update is coming? (On driftmoon that is)

ville.monkkonen: F1ach: It is most likely possible to continue with the demo character, though we don't recommend it, because you will miss some of the changes we've added to the beginning of the game that affect the ending. But it should be fully playable, yes. :)

Yes I was thinking that as well, by the time I finished the demo, I was quite enjoying the game ( eg. I liked the skeletons musings on his inability to use vocal chords, kinda like in DivDiv and the gentle humour running through the game), so I'm thinking its better to hold off buying the game until its fully finished.

ville.monkkonen: F1ach: It is most likely possible to continue with the demo character, though we don't recommend it, because you will miss some of the changes we've added to the beginning of the game that affect the ending. But it should be fully playable, yes. :)

F1ach: Yes I was thinking that as well, by the time I finished the demo, I was quite enjoying the game ( eg. I liked the skeletons musings on his inability to use vocal chords, kinda like in DivDiv and the gentle humour running through the game), so I'm thinking its better to hold off buying the game until its fully finished.

Thanks for the reply :)

Glad to hear that, F1ach! :) You have noticed our discount code, though, haven't you? The possibility to pick it up will be gone after release, but the discount will be usable forever.

F1ach: Yes I was thinking that as well, by the time I finished the demo, I was quite enjoying the game ( eg. I liked the skeletons musings on his inability to use vocal chords, kinda like in DivDiv and the gentle humour running through the game), so I'm thinking its better to hold off buying the game until its fully finished.

Thanks for the reply :)

ville.monkkonen: Glad to hear that, F1ach! :) You have noticed our discount code, though, haven't you? The possibility to pick it up will be gone after release, but the discount will be usable forever.

meh...its only a couple of euro, while its great to have it, It wouldn't be a deciding factor in me buying what is obviously a game with a lot of love poured into it :)

reaver894: Hey Ville, any idea when the next update is coming? (On driftmoon that is)

ville.monkkonen: We almost sent the full beta to our beta testers yesterday, so that should happen today (EDIT: the full beta HAS been sent to our beta testers like planned!). After our super skilled beta testers (some of which I believe you're quite familiar with) get through with it, it'll head for everyone else.

In any case, the next update will be the complete beta of the game, which should be almost identical to the actual release.

Awesome news on the full beta.

About the emboldened bit, I don't know anyone Beta testing Driftmoon that im aware of, you gotta tell me who so I can bribe them for an early copy :-P

About the emboldened bit, I don't know anyone Beta testing Driftmoon that im aware of, you gotta tell me who so I can bribe them for an early copy :-P

Come to think of it, I'm not completely sure whether you actually do know anyone beta testing Driftmoon, but I was kind of thinking that one of our beta testers was also active on GOG - I could be wrong though. :D